Plant

(Charisma + Hearth Wisdom)   ● Animate plants to entangle foes and do similar tricks. Preserve plant based food for very long periods of time. Magically obscure tracks.   Entangling Difficulty Lush jungle 4 Typical Temperate Forest 5 Typical Rural Area 6 Relatively sparse open field 7 Nearly barren, including most underground 8 Indoors 9   Each success immobilizing person until they make a feat of strength check versus the successes rolled.   Obscuring Tracks Difficulty Ground has lots of plant cover 4 Ground has minimal plant cover 6 Ground has no plant cover 8 Ground has no plant cover and shows tracks easily (snow or soft mud) 9   Each success obscures the passage of one person.   ●● Talk to plants and receive a reply back, though plants often communicate very differently than sapient living creatures. More successes leads to a clearer answer.   ●●● Grow a bark skin that provides a level of hard armor per success rolled. Stacks with worn armor but adds an extra dot of Dexterity penalty above what it normally has if worn with armor. Grow thorns to deter hand to hand attacks against you. Forgo food with photosynthesis. Whatever enhancements you can come up with that are plant based.   Range of this spell is touch.   ●●●● Create walls of thorns, vines that pull apart stone and other extremely supernatural plant activity. Use the difficulty for Entangling to determine the base difficulty. More successes means more extreme results.   Range of this spell is line of sight.   ●●●●● Animate trees to attack on your command and other feats of similar potency.   Range of this spell is line of sight.
Healing Plant Creatures     This power works as the Healing sphere for plant creatures.   ● Alleviate wound penalties for one scene   ●● Remove one level of bashing damage per success   ●●● Remove one level of lethal damage per success   ●●●● Recover lost attribute points   ●●●●● Heal aggravated damage, regrow lost limbs
Rebuking Plant Creatures   Characters can roll Charisma + Plant Power to rebuke plant creatures. This opposed by the target’s Willpower if the plant creature has Willpower.   Successes over Plant Creature   One Success: Plant creature loses remaining actions for this turn and next turn. Target cannot dodge or parry but is not treated as helpless.   Two Successes: As with one success. Subsequent rounds the plant creature has one-die penalty on all rolls as long as undead turner is within Charisma x 10 yards   Three Successes: As with one success. Subsequent rounds the plant creature has two-dice penalty on all rolls as long as undead turner is within Charisma x 10 yards   Four Successes: As with one success. Subsequent rounds the plant creature cowers and the spot taking no aggressive action even if attacks. They are treated as immobilized but still struggling. This lasts for the caster’s Charisma in minutes.   Five Successes or More: For every success over four, the character can issue the plant creature a simple command which transcends language barriers though it must be spoken out loud. The plant creature will never directly harm the cleric who rebuked it but they may try to violate the spirit of a command if intelligent. If unintelligent they will not try to undermine commands but may misinterpret commands that are too broad “kill them all” and attack everyone but the cleric, even the cleric’s allies.   After the caster has used up the commands he rolled, the plant creature will go back to cowering indefinitely as long as the cleric is within Charisma x 10 yards, unless the caster wants to issue one more command in which case the undead will follow that last command then the turn is broken.


Cover image: Symbol of the Nine by Pendrake

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